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//TEST_IGNORE_FILE:
#version 420
layout(binding = 0)
uniform texture2D t;
layout(binding = 1)
uniform sampler s;
vec4 main_(vec2 uv)
{
vec4 result = vec4(0);
result += textureOffset(sampler2D(t,s), uv, ivec2(0 - 2, 0));
result += textureOffset(sampler2D(t,s), uv, ivec2(1 - 2, 0));
result += textureOffset(sampler2D(t,s), uv, ivec2(2 - 2, 0));
result += textureOffset(sampler2D(t,s), uv, ivec2(3 - 2, 0));
result += textureOffset(sampler2D(t,s), uv, ivec2(4 - 2, 0));
return result;
}
layout(location = 0)
in vec2 SLANG_in_uv;
layout(location = 0)
out vec4 SLANG_out_main_result;
void main()
{
vec2 uv = SLANG_in_uv;
vec4 main_result = main_(uv);
SLANG_out_main_result = main_result;
}
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